Package org.jbox2d.dynamics.contacts

Examples of org.jbox2d.dynamics.contacts.ContactEdge


    assert (m_jointCount > 0);
    --m_jointCount;

    // If the joint prevents collisions, then flag any contacts for filtering.
    if (collideConnected == false) {
      ContactEdge edge = bodyB.getContactList();
      while (edge != null) {
        if (edge.other == bodyA) {
          // Flag the contact for filtering at the next time step (where either
          // body is awake).
          edge.contact.flagForFiltering();
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    } else {
      last.m_next = fixture.m_next;
    }

    // Destroy any contacts associated with the fixture.
    ContactEdge edge = m_contactList;
    while (edge != null) {
      Contact c = edge.contact;
      edge = edge.next;

      Fixture fixtureA = c.getFixtureA();
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    m_force.setZero();
    m_torque = 0.0f;

    // Delete the attached contacts.
    ContactEdge ce = m_contactList;
    while (ce != null) {
      ContactEdge ce0 = ce;
      ce = ce.next;
      m_world.m_contactManager.destroy(ce0.contact);
    }
    m_contactList = null;
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      for (Fixture f = m_fixtureList; f != null; f = f.m_next) {
        f.destroyProxies(broadPhase);
      }

      // Destroy the attached contacts.
      ContactEdge ce = m_contactList;
      while (ce != null) {
        ContactEdge ce0 = ce;
        ce = ce.next;
        m_world.m_contactManager.destroy(ce0.contact);
      }
      m_contactList = null;
    }
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    }

    // TODO_ERIN use a hash table to remove a potential bottleneck when both
    // bodies have a lot of contacts.
    // Does a contact already exist?
    ContactEdge edge = bodyB.getContactList();
    while (edge != null) {
      if (edge.other == bodyA) {
        Fixture fA = edge.contact.getFixtureA();
        Fixture fB = edge.contact.getFixtureB();
        int iA = edge.contact.getChildIndexA();
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    else {
      last.m_next = fixture.m_next;
    }
   
    // Destroy any contacts associated with the fixture.
    ContactEdge edge = m_contactList;
    while (edge != null) {
      Contact c = edge.contact;
      edge = edge.next;
     
      Fixture fixtureA = c.getFixtureA();
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      for (Fixture f = m_fixtureList; f != null; f = f.m_next) {
        f.destroyProxy(broadPhase);
      }
     
      // Destroy the attached contacts.
      ContactEdge ce = m_contactList;
      while (ce != null) {
        ContactEdge ce0 = ce;
        ce = ce.next;
        m_world.m_contactManager.destroy(ce0.contact);
      }
      m_contactList = null;
    }
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    if (bodyA == bodyB) {
      return;
    }
   
    // Does a contact already exist?
    ContactEdge edge = bodyB.getContactList();
    while (edge != null) {
      if (edge.other == bodyA) {
        Fixture fA = edge.contact.getFixtureA();
        Fixture fB = edge.contact.getFixtureB();
        if (fA == fixtureA && fB == fixtureB) {
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      destroyJoint(je0.joint);
    }
    body.m_jointList = null;
   
    // Delete the attached contacts.
    ContactEdge ce = body.m_contactList;
    while (ce != null) {
      ContactEdge ce0 = ce;
      ce = ce.next;
      m_contactManager.destroy(ce0.contact);
    }
    body.m_contactList = null;
   
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    Body bodyA = def.bodyA;
    Body bodyB = def.bodyB;
   
    // If the joint prevents collisions, then flag any contacts for filtering.
    if (def.collideConnected == false) {
      ContactEdge edge = bodyB.getContactList();
      while (edge != null) {
        if (edge.other == bodyA) {
          // Flag the contact for filtering at the next time step (where either
          // body is awake).
          edge.contact.flagForFiltering();
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